@luma.gl/shaders 0.0.0-stage → 10.0.0-alpha.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (765) hide show
  1. package/LICENSE +38 -0
  2. package/README.md +25 -2
  3. package/dist/dist.dev.js +21598 -0
  4. package/dist/dist.min.js +13439 -0
  5. package/dist/glsl.cjs +33 -0
  6. package/dist/glsl.cjs.map +6 -0
  7. package/dist/glsl.d.ts +6 -0
  8. package/dist/glsl.d.ts.map +1 -0
  9. package/dist/glsl.js +7 -0
  10. package/dist/glsl.js.map +1 -0
  11. package/dist/index.cjs +278 -0
  12. package/dist/index.cjs.map +6 -0
  13. package/dist/index.d.ts +108 -0
  14. package/dist/index.d.ts.map +1 -0
  15. package/dist/index.js +74 -0
  16. package/dist/index.js.map +1 -0
  17. package/dist/lib/color/normalize-byte-colors.cjs +50 -0
  18. package/dist/lib/color/normalize-byte-colors.d.ts +23 -0
  19. package/dist/lib/color/normalize-byte-colors.d.ts.map +1 -0
  20. package/dist/lib/color/normalize-byte-colors.js +42 -0
  21. package/dist/lib/color/normalize-byte-colors.js.map +1 -0
  22. package/dist/lib/filters/prop-types.cjs +90 -0
  23. package/dist/lib/filters/prop-types.d.ts +44 -0
  24. package/dist/lib/filters/prop-types.d.ts.map +1 -0
  25. package/dist/lib/filters/prop-types.js +96 -0
  26. package/dist/lib/filters/prop-types.js.map +1 -0
  27. package/dist/lib/glsl-shader-assembler.cjs +50 -0
  28. package/dist/lib/glsl-shader-assembler.d.ts +19 -0
  29. package/dist/lib/glsl-shader-assembler.d.ts.map +1 -0
  30. package/dist/lib/glsl-shader-assembler.js +29 -0
  31. package/dist/lib/glsl-shader-assembler.js.map +1 -0
  32. package/dist/lib/glsl-utils/get-shader-info.cjs +52 -0
  33. package/dist/lib/glsl-utils/get-shader-info.d.ts +9 -0
  34. package/dist/lib/glsl-utils/get-shader-info.d.ts.map +1 -0
  35. package/dist/lib/glsl-utils/get-shader-info.js +33 -0
  36. package/dist/lib/glsl-utils/get-shader-info.js.map +1 -0
  37. package/dist/lib/glsl-utils/shader-utils.cjs +126 -0
  38. package/dist/lib/glsl-utils/shader-utils.d.ts +23 -0
  39. package/dist/lib/glsl-utils/shader-utils.d.ts.map +1 -0
  40. package/dist/lib/glsl-utils/shader-utils.js +92 -0
  41. package/dist/lib/glsl-utils/shader-utils.js.map +1 -0
  42. package/dist/lib/preprocessor/preprocessor.cjs +128 -0
  43. package/dist/lib/preprocessor/preprocessor.d.ts +15 -0
  44. package/dist/lib/preprocessor/preprocessor.d.ts.map +1 -0
  45. package/dist/lib/preprocessor/preprocessor.js +120 -0
  46. package/dist/lib/preprocessor/preprocessor.js.map +1 -0
  47. package/dist/lib/shader-assembler-base.cjs +132 -0
  48. package/dist/lib/shader-assembler-base.d.ts +51 -0
  49. package/dist/lib/shader-assembler-base.d.ts.map +1 -0
  50. package/dist/lib/shader-assembler-base.js +127 -0
  51. package/dist/lib/shader-assembler-base.js.map +1 -0
  52. package/dist/lib/shader-assembler.cjs +33 -0
  53. package/dist/lib/shader-assembler.d.ts +4 -0
  54. package/dist/lib/shader-assembler.d.ts.map +1 -0
  55. package/dist/lib/shader-assembler.js +7 -0
  56. package/dist/lib/shader-assembler.js.map +1 -0
  57. package/dist/lib/shader-assembly/assemble-glsl-shaders.cjs +181 -0
  58. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts +70 -0
  59. package/dist/lib/shader-assembly/assemble-glsl-shaders.d.ts.map +1 -0
  60. package/dist/lib/shader-assembly/assemble-glsl-shaders.js +208 -0
  61. package/dist/lib/shader-assembly/assemble-glsl-shaders.js.map +1 -0
  62. package/dist/lib/shader-assembly/assemble-shaders.cjs +42 -0
  63. package/dist/lib/shader-assembly/assemble-shaders.d.ts +10 -0
  64. package/dist/lib/shader-assembly/assemble-shaders.d.ts.map +1 -0
  65. package/dist/lib/shader-assembly/assemble-shaders.js +10 -0
  66. package/dist/lib/shader-assembly/assemble-shaders.js.map +1 -0
  67. package/dist/lib/shader-assembly/assemble-wgsl-shaders.cjs +498 -0
  68. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts +70 -0
  69. package/dist/lib/shader-assembly/assemble-wgsl-shaders.d.ts.map +1 -0
  70. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js +480 -0
  71. package/dist/lib/shader-assembly/assemble-wgsl-shaders.js.map +1 -0
  72. package/dist/lib/shader-assembly/platform-defines.cjs +79 -0
  73. package/dist/lib/shader-assembly/platform-defines.d.ts +4 -0
  74. package/dist/lib/shader-assembly/platform-defines.d.ts.map +1 -0
  75. package/dist/lib/shader-assembly/platform-defines.js +52 -0
  76. package/dist/lib/shader-assembly/platform-defines.js.map +1 -0
  77. package/dist/lib/shader-assembly/platform-info.cjs +15 -0
  78. package/dist/lib/shader-assembly/platform-info.d.ts +20 -0
  79. package/dist/lib/shader-assembly/platform-info.d.ts.map +1 -0
  80. package/dist/lib/shader-assembly/platform-info.js +5 -0
  81. package/dist/lib/shader-assembly/platform-info.js.map +1 -0
  82. package/dist/lib/shader-assembly/shader-assembly-shared.cjs +96 -0
  83. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts +16 -0
  84. package/dist/lib/shader-assembly/shader-assembly-shared.d.ts.map +1 -0
  85. package/dist/lib/shader-assembly/shader-assembly-shared.js +79 -0
  86. package/dist/lib/shader-assembly/shader-assembly-shared.js.map +1 -0
  87. package/dist/lib/shader-assembly/shader-assembly-types.cjs +15 -0
  88. package/dist/lib/shader-assembly/shader-assembly-types.d.ts +132 -0
  89. package/dist/lib/shader-assembly/shader-assembly-types.d.ts.map +1 -0
  90. package/dist/lib/shader-assembly/shader-assembly-types.js +5 -0
  91. package/dist/lib/shader-assembly/shader-assembly-types.js.map +1 -0
  92. package/dist/lib/shader-assembly/shader-injection-targets.cjs +103 -0
  93. package/dist/lib/shader-assembly/shader-injection-targets.d.ts +46 -0
  94. package/dist/lib/shader-assembly/shader-injection-targets.d.ts.map +1 -0
  95. package/dist/lib/shader-assembly/shader-injection-targets.js +83 -0
  96. package/dist/lib/shader-assembly/shader-injection-targets.js.map +1 -0
  97. package/dist/lib/shader-assembly/shader-injections.cjs +204 -0
  98. package/dist/lib/shader-assembly/shader-injections.d.ts +49 -0
  99. package/dist/lib/shader-assembly/shader-injections.d.ts.map +1 -0
  100. package/dist/lib/shader-assembly/shader-injections.js +207 -0
  101. package/dist/lib/shader-assembly/shader-injections.js.map +1 -0
  102. package/dist/lib/shader-assembly/shader-plugin-varyings.cjs +434 -0
  103. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts +15 -0
  104. package/dist/lib/shader-assembly/shader-plugin-varyings.d.ts.map +1 -0
  105. package/dist/lib/shader-assembly/shader-plugin-varyings.js +438 -0
  106. package/dist/lib/shader-assembly/shader-plugin-varyings.js.map +1 -0
  107. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.cjs +254 -0
  108. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts +12 -0
  109. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.d.ts.map +1 -0
  110. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js +237 -0
  111. package/dist/lib/shader-assembly/shader-plugin-vertex-inputs.js.map +1 -0
  112. package/dist/lib/shader-assembly/wgsl-binding-debug.cjs +166 -0
  113. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts +37 -0
  114. package/dist/lib/shader-assembly/wgsl-binding-debug.d.ts.map +1 -0
  115. package/dist/lib/shader-assembly/wgsl-binding-debug.js +144 -0
  116. package/dist/lib/shader-assembly/wgsl-binding-debug.js.map +1 -0
  117. package/dist/lib/shader-assembly/wgsl-binding-scan.cjs +184 -0
  118. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts +19 -0
  119. package/dist/lib/shader-assembly/wgsl-binding-scan.d.ts.map +1 -0
  120. package/dist/lib/shader-assembly/wgsl-binding-scan.js +151 -0
  121. package/dist/lib/shader-assembly/wgsl-binding-scan.js.map +1 -0
  122. package/dist/lib/shader-assembly/wgsl-injection-target-names.cjs +163 -0
  123. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts +8 -0
  124. package/dist/lib/shader-assembly/wgsl-injection-target-names.d.ts.map +1 -0
  125. package/dist/lib/shader-assembly/wgsl-injection-target-names.js +145 -0
  126. package/dist/lib/shader-assembly/wgsl-injection-target-names.js.map +1 -0
  127. package/dist/lib/shader-assembly/wgsl-interface-scan.cjs +502 -0
  128. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts +14 -0
  129. package/dist/lib/shader-assembly/wgsl-interface-scan.d.ts.map +1 -0
  130. package/dist/lib/shader-assembly/wgsl-interface-scan.js +498 -0
  131. package/dist/lib/shader-assembly/wgsl-interface-scan.js.map +1 -0
  132. package/dist/lib/shader-generator/generate-shader.cjs +36 -0
  133. package/dist/lib/shader-generator/generate-shader.d.ts +8 -0
  134. package/dist/lib/shader-generator/generate-shader.d.ts.map +1 -0
  135. package/dist/lib/shader-generator/generate-shader.js +15 -0
  136. package/dist/lib/shader-generator/generate-shader.js.map +1 -0
  137. package/dist/lib/shader-generator/glsl/generate-glsl.cjs +94 -0
  138. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts +7 -0
  139. package/dist/lib/shader-generator/glsl/generate-glsl.d.ts.map +1 -0
  140. package/dist/lib/shader-generator/glsl/generate-glsl.js +79 -0
  141. package/dist/lib/shader-generator/glsl/generate-glsl.js.map +1 -0
  142. package/dist/lib/shader-generator/utils/capitalize.cjs +29 -0
  143. package/dist/lib/shader-generator/utils/capitalize.d.ts +7 -0
  144. package/dist/lib/shader-generator/utils/capitalize.d.ts.map +1 -0
  145. package/dist/lib/shader-generator/utils/capitalize.js +12 -0
  146. package/dist/lib/shader-generator/utils/capitalize.js.map +1 -0
  147. package/dist/lib/shader-generator/wgsl/generate-wgsl.cjs +46 -0
  148. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts +7 -0
  149. package/dist/lib/shader-generator/wgsl/generate-wgsl.d.ts.map +1 -0
  150. package/dist/lib/shader-generator/wgsl/generate-wgsl.js +23 -0
  151. package/dist/lib/shader-generator/wgsl/generate-wgsl.js.map +1 -0
  152. package/dist/lib/shader-module/composite-shader-pass.cjs +15 -0
  153. package/dist/lib/shader-module/composite-shader-pass.d.ts +41 -0
  154. package/dist/lib/shader-module/composite-shader-pass.d.ts.map +1 -0
  155. package/dist/lib/shader-module/composite-shader-pass.js +5 -0
  156. package/dist/lib/shader-module/composite-shader-pass.js.map +1 -0
  157. package/dist/lib/shader-module/shader-module-dependencies.cjs +83 -0
  158. package/dist/lib/shader-module/shader-module-dependencies.d.ts +39 -0
  159. package/dist/lib/shader-module/shader-module-dependencies.d.ts.map +1 -0
  160. package/dist/lib/shader-module/shader-module-dependencies.js +103 -0
  161. package/dist/lib/shader-module/shader-module-dependencies.js.map +1 -0
  162. package/dist/lib/shader-module/shader-module-uniform-layout.cjs +224 -0
  163. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts +91 -0
  164. package/dist/lib/shader-module/shader-module-uniform-layout.d.ts.map +1 -0
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  167. package/dist/lib/shader-module/shader-module.cjs +99 -0
  168. package/dist/lib/shader-module/shader-module.d.ts +94 -0
  169. package/dist/lib/shader-module/shader-module.d.ts.map +1 -0
  170. package/dist/lib/shader-module/shader-module.js +101 -0
  171. package/dist/lib/shader-module/shader-module.js.map +1 -0
  172. package/dist/lib/shader-module/shader-pass.cjs +15 -0
  173. package/dist/lib/shader-module/shader-pass.d.ts +48 -0
  174. package/dist/lib/shader-module/shader-pass.d.ts.map +1 -0
  175. package/dist/lib/shader-module/shader-pass.js +5 -0
  176. package/dist/lib/shader-module/shader-pass.js.map +1 -0
  177. package/dist/lib/shader-plugin.cjs +156 -0
  178. package/dist/lib/shader-plugin.d.ts +61 -0
  179. package/dist/lib/shader-plugin.d.ts.map +1 -0
  180. package/dist/lib/shader-plugin.js +147 -0
  181. package/dist/lib/shader-plugin.js.map +1 -0
  182. package/dist/lib/shader-transpiler/shader-transpiler.cjs +15 -0
  183. package/dist/lib/shader-transpiler/shader-transpiler.d.ts +27 -0
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  186. package/dist/lib/shader-transpiler/shader-transpiler.js.map +1 -0
  187. package/dist/lib/shader-transpiler/transpile-glsl-shader.cjs +71 -0
  188. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts +9 -0
  189. package/dist/lib/shader-transpiler/transpile-glsl-shader.d.ts.map +1 -0
  190. package/dist/lib/shader-transpiler/transpile-glsl-shader.js +69 -0
  191. package/dist/lib/shader-transpiler/transpile-glsl-shader.js.map +1 -0
  192. package/dist/lib/utils/assert.cjs +34 -0
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  202. package/dist/lib/wgsl-shader-assembler.cjs +99 -0
  203. package/dist/lib/wgsl-shader-assembler.d.ts +34 -0
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@@ -0,0 +1,699 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+ var fp64_functions_glsl_exports = {};
19
+ __export(fp64_functions_glsl_exports, {
20
+ fp64functionShader: () => fp64functionShader
21
+ });
22
+ module.exports = __toCommonJS(fp64_functions_glsl_exports);
23
+ const fp64functionShader = (
24
+ /* glsl */
25
+ `const vec2 E_FP64 = vec2(2.7182817459106445e+00, 8.254840366817007e-08);
26
+ const vec2 LOG2_FP64 = vec2(0.6931471824645996e+00, -1.9046542121259336e-09);
27
+ const vec2 PI_FP64 = vec2(3.1415927410125732, -8.742278012618954e-8);
28
+ const vec2 TWO_PI_FP64 = vec2(6.2831854820251465, -1.7484556025237907e-7);
29
+ const vec2 PI_2_FP64 = vec2(1.5707963705062866, -4.371139006309477e-8);
30
+ const vec2 PI_4_FP64 = vec2(0.7853981852531433, -2.1855695031547384e-8);
31
+ const vec2 PI_16_FP64 = vec2(0.19634954631328583, -5.463923757886846e-9);
32
+ const vec2 PI_16_2_FP64 = vec2(0.39269909262657166, -1.0927847515773692e-8);
33
+ const vec2 PI_16_3_FP64 = vec2(0.5890486240386963, -1.4906100798128818e-9);
34
+ const vec2 PI_180_FP64 = vec2(0.01745329238474369, 1.3519960498364902e-10);
35
+
36
+ const vec2 SIN_TABLE_0_FP64 = vec2(0.19509032368659973, -1.6704714833615242e-9);
37
+ const vec2 SIN_TABLE_1_FP64 = vec2(0.3826834261417389, 6.22335089017767e-9);
38
+ const vec2 SIN_TABLE_2_FP64 = vec2(0.5555702447891235, -1.1769521357507529e-8);
39
+ const vec2 SIN_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617041793133e-8);
40
+
41
+ const vec2 COS_TABLE_0_FP64 = vec2(0.9807852506637573, 2.9739473106360492e-8);
42
+ const vec2 COS_TABLE_1_FP64 = vec2(0.9238795042037964, 2.8307490351764386e-8);
43
+ const vec2 COS_TABLE_2_FP64 = vec2(0.8314695954322815, 1.6870263741530778e-8);
44
+ const vec2 COS_TABLE_3_FP64 = vec2(0.7071067690849304, 1.2101617152815436e-8);
45
+
46
+ const vec2 INVERSE_FACTORIAL_3_FP64 = vec2(1.666666716337204e-01, -4.967053879312289e-09); // 1/3!
47
+ const vec2 INVERSE_FACTORIAL_4_FP64 = vec2(4.16666679084301e-02, -1.2417634698280722e-09); // 1/4!
48
+ const vec2 INVERSE_FACTORIAL_5_FP64 = vec2(8.333333767950535e-03, -4.34617203337595e-10); // 1/5!
49
+ const vec2 INVERSE_FACTORIAL_6_FP64 = vec2(1.3888889225199819e-03, -3.3631094437103215e-11); // 1/6!
50
+ const vec2 INVERSE_FACTORIAL_7_FP64 = vec2(1.9841270113829523e-04, -2.725596874933456e-12); // 1/7!
51
+ const vec2 INVERSE_FACTORIAL_8_FP64 = vec2(2.4801587642286904e-05, -3.406996025904184e-13); // 1/8!
52
+ const vec2 INVERSE_FACTORIAL_9_FP64 = vec2(2.75573188446287533e-06, 3.7935713937038186e-14); // 1/9!
53
+ const vec2 INVERSE_FACTORIAL_10_FP64 = vec2(2.755731998149713e-07, -7.575112367869873e-15); // 1/10!
54
+
55
+ float nint(float d) {
56
+ if (d == floor(d)) return d;
57
+ return floor(d + 0.5);
58
+ }
59
+
60
+ vec2 nint_fp64(vec2 a) {
61
+ float hi = nint(a.x);
62
+ float lo;
63
+ vec2 tmp;
64
+ if (hi == a.x) {
65
+ lo = nint(a.y);
66
+ tmp = quickTwoSum(hi, lo);
67
+ } else {
68
+ lo = 0.0;
69
+ if (abs(hi - a.x) == 0.5 && a.y < 0.0) {
70
+ hi -= 1.0;
71
+ }
72
+ tmp = vec2(hi, lo);
73
+ }
74
+ return tmp;
75
+ }
76
+
77
+ /* k_power controls how much range reduction we would like to have
78
+ Range reduction uses the following method:
79
+ assume a = k_power * r + m * log(2), k and m being integers.
80
+ Set k_power = 4 (we can choose other k to trade accuracy with performance.
81
+ we only need to calculate exp(r) and using exp(a) = 2^m * exp(r)^k_power;
82
+ */
83
+
84
+ vec2 exp_fp64(vec2 a) {
85
+ // We need to make sure these two numbers match
86
+ // as bit-wise shift is not available in GLSL 1.0
87
+ const int k_power = 4;
88
+ const float k = 16.0;
89
+
90
+ const float inv_k = 1.0 / k;
91
+
92
+ if (a.x <= -88.0) return vec2(0.0, 0.0);
93
+ if (a.x >= 88.0) return vec2(1.0 / 0.0, 1.0 / 0.0);
94
+ if (a.x == 0.0 && a.y == 0.0) return vec2(1.0, 0.0);
95
+ if (a.x == 1.0 && a.y == 0.0) return E_FP64;
96
+
97
+ float m = floor(a.x / LOG2_FP64.x + 0.5);
98
+ vec2 r = sub_fp64(a, mul_fp64(LOG2_FP64, vec2(m, 0.0))) * inv_k;
99
+ vec2 s, t, p;
100
+
101
+ p = mul_fp64(r, r);
102
+ s = sum_fp64(r, p * 0.5);
103
+ p = mul_fp64(p, r);
104
+ t = mul_fp64(p, INVERSE_FACTORIAL_3_FP64);
105
+
106
+ s = sum_fp64(s, t);
107
+ p = mul_fp64(p, r);
108
+ t = mul_fp64(p, INVERSE_FACTORIAL_4_FP64);
109
+
110
+ s = sum_fp64(s, t);
111
+ p = mul_fp64(p, r);
112
+ t = mul_fp64(p, INVERSE_FACTORIAL_5_FP64);
113
+
114
+ // s = sum_fp64(s, t);
115
+ // p = mul_fp64(p, r);
116
+ // t = mul_fp64(p, INVERSE_FACTORIAL_6_FP64);
117
+
118
+ // s = sum_fp64(s, t);
119
+ // p = mul_fp64(p, r);
120
+ // t = mul_fp64(p, INVERSE_FACTORIAL_7_FP64);
121
+
122
+ s = sum_fp64(s, t);
123
+
124
+
125
+ // At this point, s = exp(r) - 1; but after following 4 recursions, we will get exp(r) ^ 512 - 1.
126
+ for (int i = 0; i < k_power; i++) {
127
+ s = sum_fp64(s * 2.0, mul_fp64(s, s));
128
+ }
129
+
130
+ #if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)
131
+ s = sum_fp64(s, vec2(fp64.ONE, 0.0));
132
+ #else
133
+ s = sum_fp64(s, vec2(1.0, 0.0));
134
+ #endif
135
+
136
+ return s * pow(2.0, m);
137
+ // return r;
138
+ }
139
+
140
+ vec2 log_fp64(vec2 a)
141
+ {
142
+ if (a.x == 1.0 && a.y == 0.0) return vec2(0.0, 0.0);
143
+ if (a.x <= 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0);
144
+ vec2 x = vec2(log(a.x), 0.0);
145
+ vec2 s;
146
+ #if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)
147
+ s = vec2(fp64.ONE, 0.0);
148
+ #else
149
+ s = vec2(1.0, 0.0);
150
+ #endif
151
+
152
+ x = sub_fp64(sum_fp64(x, mul_fp64(a, exp_fp64(-x))), s);
153
+ return x;
154
+ }
155
+
156
+ vec2 sin_taylor_fp64(vec2 a) {
157
+ vec2 r, s, t, x;
158
+
159
+ if (a.x == 0.0 && a.y == 0.0) {
160
+ return vec2(0.0, 0.0);
161
+ }
162
+
163
+ x = -mul_fp64(a, a);
164
+ s = a;
165
+ r = a;
166
+
167
+ r = mul_fp64(r, x);
168
+ t = mul_fp64(r, INVERSE_FACTORIAL_3_FP64);
169
+ s = sum_fp64(s, t);
170
+
171
+ r = mul_fp64(r, x);
172
+ t = mul_fp64(r, INVERSE_FACTORIAL_5_FP64);
173
+ s = sum_fp64(s, t);
174
+
175
+ /* keep the following commented code in case we need them
176
+ for extra accuracy from the Taylor expansion*/
177
+
178
+ // r = mul_fp64(r, x);
179
+ // t = mul_fp64(r, INVERSE_FACTORIAL_7_FP64);
180
+ // s = sum_fp64(s, t);
181
+
182
+ // r = mul_fp64(r, x);
183
+ // t = mul_fp64(r, INVERSE_FACTORIAL_9_FP64);
184
+ // s = sum_fp64(s, t);
185
+
186
+ return s;
187
+ }
188
+
189
+ vec2 cos_taylor_fp64(vec2 a) {
190
+ vec2 r, s, t, x;
191
+
192
+ if (a.x == 0.0 && a.y == 0.0) {
193
+ return vec2(1.0, 0.0);
194
+ }
195
+
196
+ x = -mul_fp64(a, a);
197
+ r = x;
198
+ s = sum_fp64(vec2(1.0, 0.0), r * 0.5);
199
+
200
+ r = mul_fp64(r, x);
201
+ t = mul_fp64(r, INVERSE_FACTORIAL_4_FP64);
202
+ s = sum_fp64(s, t);
203
+
204
+ r = mul_fp64(r, x);
205
+ t = mul_fp64(r, INVERSE_FACTORIAL_6_FP64);
206
+ s = sum_fp64(s, t);
207
+
208
+ /* keep the following commented code in case we need them
209
+ for extra accuracy from the Taylor expansion*/
210
+
211
+ // r = mul_fp64(r, x);
212
+ // t = mul_fp64(r, INVERSE_FACTORIAL_8_FP64);
213
+ // s = sum_fp64(s, t);
214
+
215
+ // r = mul_fp64(r, x);
216
+ // t = mul_fp64(r, INVERSE_FACTORIAL_10_FP64);
217
+ // s = sum_fp64(s, t);
218
+
219
+ return s;
220
+ }
221
+
222
+ void sincos_taylor_fp64(vec2 a, out vec2 sin_t, out vec2 cos_t) {
223
+ if (a.x == 0.0 && a.y == 0.0) {
224
+ sin_t = vec2(0.0, 0.0);
225
+ cos_t = vec2(1.0, 0.0);
226
+ }
227
+
228
+ sin_t = sin_taylor_fp64(a);
229
+ cos_t = sqrt_fp64(sub_fp64(vec2(1.0, 0.0), mul_fp64(sin_t, sin_t)));
230
+ }
231
+
232
+ vec2 sin_fp64(vec2 a) {
233
+ if (a.x == 0.0 && a.y == 0.0) {
234
+ return vec2(0.0, 0.0);
235
+ }
236
+
237
+ // 2pi range reduction
238
+ vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));
239
+ vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));
240
+
241
+ vec2 t;
242
+ float q = floor(r.x / PI_2_FP64.x + 0.5);
243
+ int j = int(q);
244
+
245
+ if (j < -2 || j > 2) {
246
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
247
+ }
248
+
249
+ t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));
250
+
251
+ q = floor(t.x / PI_16_FP64.x + 0.5);
252
+ int k = int(q);
253
+
254
+ if (k == 0) {
255
+ if (j == 0) {
256
+ return sin_taylor_fp64(t);
257
+ } else if (j == 1) {
258
+ return cos_taylor_fp64(t);
259
+ } else if (j == -1) {
260
+ return -cos_taylor_fp64(t);
261
+ } else {
262
+ return -sin_taylor_fp64(t);
263
+ }
264
+ }
265
+
266
+ int abs_k = int(abs(float(k)));
267
+
268
+ if (abs_k > 4) {
269
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
270
+ } else {
271
+ t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));
272
+ }
273
+
274
+ vec2 u = vec2(0.0, 0.0);
275
+ vec2 v = vec2(0.0, 0.0);
276
+
277
+ #if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)
278
+ if (abs(float(abs_k) - 1.0) < 0.5) {
279
+ u = COS_TABLE_0_FP64;
280
+ v = SIN_TABLE_0_FP64;
281
+ } else if (abs(float(abs_k) - 2.0) < 0.5) {
282
+ u = COS_TABLE_1_FP64;
283
+ v = SIN_TABLE_1_FP64;
284
+ } else if (abs(float(abs_k) - 3.0) < 0.5) {
285
+ u = COS_TABLE_2_FP64;
286
+ v = SIN_TABLE_2_FP64;
287
+ } else if (abs(float(abs_k) - 4.0) < 0.5) {
288
+ u = COS_TABLE_3_FP64;
289
+ v = SIN_TABLE_3_FP64;
290
+ }
291
+ #else
292
+ if (abs_k == 1) {
293
+ u = COS_TABLE_0_FP64;
294
+ v = SIN_TABLE_0_FP64;
295
+ } else if (abs_k == 2) {
296
+ u = COS_TABLE_1_FP64;
297
+ v = SIN_TABLE_1_FP64;
298
+ } else if (abs_k == 3) {
299
+ u = COS_TABLE_2_FP64;
300
+ v = SIN_TABLE_2_FP64;
301
+ } else if (abs_k == 4) {
302
+ u = COS_TABLE_3_FP64;
303
+ v = SIN_TABLE_3_FP64;
304
+ }
305
+ #endif
306
+
307
+ vec2 sin_t, cos_t;
308
+ sincos_taylor_fp64(t, sin_t, cos_t);
309
+
310
+
311
+
312
+ vec2 result = vec2(0.0, 0.0);
313
+ if (j == 0) {
314
+ if (k > 0) {
315
+ result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
316
+ } else {
317
+ result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
318
+ }
319
+ } else if (j == 1) {
320
+ if (k > 0) {
321
+ result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
322
+ } else {
323
+ result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
324
+ }
325
+ } else if (j == -1) {
326
+ if (k > 0) {
327
+ result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));
328
+ } else {
329
+ result = -sum_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));
330
+ }
331
+ } else {
332
+ if (k > 0) {
333
+ result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
334
+ } else {
335
+ result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));
336
+ }
337
+ }
338
+
339
+ return result;
340
+ }
341
+
342
+ vec2 cos_fp64(vec2 a) {
343
+ if (a.x == 0.0 && a.y == 0.0) {
344
+ return vec2(1.0, 0.0);
345
+ }
346
+
347
+ // 2pi range reduction
348
+ vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));
349
+ vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));
350
+
351
+ vec2 t;
352
+ float q = floor(r.x / PI_2_FP64.x + 0.5);
353
+ int j = int(q);
354
+
355
+ if (j < -2 || j > 2) {
356
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
357
+ }
358
+
359
+ t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));
360
+
361
+ q = floor(t.x / PI_16_FP64.x + 0.5);
362
+ int k = int(q);
363
+
364
+ if (k == 0) {
365
+ if (j == 0) {
366
+ return cos_taylor_fp64(t);
367
+ } else if (j == 1) {
368
+ return -sin_taylor_fp64(t);
369
+ } else if (j == -1) {
370
+ return sin_taylor_fp64(t);
371
+ } else {
372
+ return -cos_taylor_fp64(t);
373
+ }
374
+ }
375
+
376
+ int abs_k = int(abs(float(k)));
377
+
378
+ if (abs_k > 4) {
379
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
380
+ } else {
381
+ t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));
382
+ }
383
+
384
+ vec2 u = vec2(0.0, 0.0);
385
+ vec2 v = vec2(0.0, 0.0);
386
+
387
+ #if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)
388
+ if (abs(float(abs_k) - 1.0) < 0.5) {
389
+ u = COS_TABLE_0_FP64;
390
+ v = SIN_TABLE_0_FP64;
391
+ } else if (abs(float(abs_k) - 2.0) < 0.5) {
392
+ u = COS_TABLE_1_FP64;
393
+ v = SIN_TABLE_1_FP64;
394
+ } else if (abs(float(abs_k) - 3.0) < 0.5) {
395
+ u = COS_TABLE_2_FP64;
396
+ v = SIN_TABLE_2_FP64;
397
+ } else if (abs(float(abs_k) - 4.0) < 0.5) {
398
+ u = COS_TABLE_3_FP64;
399
+ v = SIN_TABLE_3_FP64;
400
+ }
401
+ #else
402
+ if (abs_k == 1) {
403
+ u = COS_TABLE_0_FP64;
404
+ v = SIN_TABLE_0_FP64;
405
+ } else if (abs_k == 2) {
406
+ u = COS_TABLE_1_FP64;
407
+ v = SIN_TABLE_1_FP64;
408
+ } else if (abs_k == 3) {
409
+ u = COS_TABLE_2_FP64;
410
+ v = SIN_TABLE_2_FP64;
411
+ } else if (abs_k == 4) {
412
+ u = COS_TABLE_3_FP64;
413
+ v = SIN_TABLE_3_FP64;
414
+ }
415
+ #endif
416
+
417
+ vec2 sin_t, cos_t;
418
+ sincos_taylor_fp64(t, sin_t, cos_t);
419
+
420
+ vec2 result = vec2(0.0, 0.0);
421
+ if (j == 0) {
422
+ if (k > 0) {
423
+ result = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
424
+ } else {
425
+ result = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
426
+ }
427
+ } else if (j == 1) {
428
+ if (k > 0) {
429
+ result = -sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
430
+ } else {
431
+ result = sub_fp64(mul_fp64(v, cos_t), mul_fp64(u, sin_t));
432
+ }
433
+ } else if (j == -1) {
434
+ if (k > 0) {
435
+ result = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
436
+ } else {
437
+ result = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
438
+ }
439
+ } else {
440
+ if (k > 0) {
441
+ result = sub_fp64(mul_fp64(v, sin_t), mul_fp64(u, cos_t));
442
+ } else {
443
+ result = -sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
444
+ }
445
+ }
446
+
447
+ return result;
448
+ }
449
+
450
+ vec2 tan_fp64(vec2 a) {
451
+ vec2 sin_a;
452
+ vec2 cos_a;
453
+
454
+ if (a.x == 0.0 && a.y == 0.0) {
455
+ return vec2(0.0, 0.0);
456
+ }
457
+
458
+ // 2pi range reduction
459
+ vec2 z = nint_fp64(div_fp64(a, TWO_PI_FP64));
460
+ vec2 r = sub_fp64(a, mul_fp64(TWO_PI_FP64, z));
461
+
462
+ vec2 t;
463
+ float q = floor(r.x / PI_2_FP64.x + 0.5);
464
+ int j = int(q);
465
+
466
+
467
+ if (j < -2 || j > 2) {
468
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
469
+ }
470
+
471
+ t = sub_fp64(r, mul_fp64(PI_2_FP64, vec2(q, 0.0)));
472
+
473
+ q = floor(t.x / PI_16_FP64.x + 0.5);
474
+ int k = int(q);
475
+ int abs_k = int(abs(float(k)));
476
+
477
+ // We just can't get PI/16 * 3.0 very accurately.
478
+ // so let's just store it
479
+ if (abs_k > 4) {
480
+ return vec2(0.0 / 0.0, 0.0 / 0.0);
481
+ } else {
482
+ t = sub_fp64(t, mul_fp64(PI_16_FP64, vec2(q, 0.0)));
483
+ }
484
+
485
+
486
+ vec2 u = vec2(0.0, 0.0);
487
+ vec2 v = vec2(0.0, 0.0);
488
+
489
+ vec2 sin_t, cos_t;
490
+ vec2 s, c;
491
+ sincos_taylor_fp64(t, sin_t, cos_t);
492
+
493
+ if (k == 0) {
494
+ s = sin_t;
495
+ c = cos_t;
496
+ } else {
497
+ #if defined(NVIDIA_FP64_WORKAROUND) || defined(INTEL_FP64_WORKAROUND)
498
+ if (abs(float(abs_k) - 1.0) < 0.5) {
499
+ u = COS_TABLE_0_FP64;
500
+ v = SIN_TABLE_0_FP64;
501
+ } else if (abs(float(abs_k) - 2.0) < 0.5) {
502
+ u = COS_TABLE_1_FP64;
503
+ v = SIN_TABLE_1_FP64;
504
+ } else if (abs(float(abs_k) - 3.0) < 0.5) {
505
+ u = COS_TABLE_2_FP64;
506
+ v = SIN_TABLE_2_FP64;
507
+ } else if (abs(float(abs_k) - 4.0) < 0.5) {
508
+ u = COS_TABLE_3_FP64;
509
+ v = SIN_TABLE_3_FP64;
510
+ }
511
+ #else
512
+ if (abs_k == 1) {
513
+ u = COS_TABLE_0_FP64;
514
+ v = SIN_TABLE_0_FP64;
515
+ } else if (abs_k == 2) {
516
+ u = COS_TABLE_1_FP64;
517
+ v = SIN_TABLE_1_FP64;
518
+ } else if (abs_k == 3) {
519
+ u = COS_TABLE_2_FP64;
520
+ v = SIN_TABLE_2_FP64;
521
+ } else if (abs_k == 4) {
522
+ u = COS_TABLE_3_FP64;
523
+ v = SIN_TABLE_3_FP64;
524
+ }
525
+ #endif
526
+ if (k > 0) {
527
+ s = sum_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
528
+ c = sub_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
529
+ } else {
530
+ s = sub_fp64(mul_fp64(u, sin_t), mul_fp64(v, cos_t));
531
+ c = sum_fp64(mul_fp64(u, cos_t), mul_fp64(v, sin_t));
532
+ }
533
+ }
534
+
535
+ if (j == 0) {
536
+ sin_a = s;
537
+ cos_a = c;
538
+ } else if (j == 1) {
539
+ sin_a = c;
540
+ cos_a = -s;
541
+ } else if (j == -1) {
542
+ sin_a = -c;
543
+ cos_a = s;
544
+ } else {
545
+ sin_a = -s;
546
+ cos_a = -c;
547
+ }
548
+ return div_fp64(sin_a, cos_a);
549
+ }
550
+
551
+ vec2 radians_fp64(vec2 degree) {
552
+ return mul_fp64(degree, PI_180_FP64);
553
+ }
554
+
555
+ vec2 mix_fp64(vec2 a, vec2 b, float x) {
556
+ vec2 range = sub_fp64(b, a);
557
+ return sum_fp64(a, mul_fp64(range, vec2(x, 0.0)));
558
+ }
559
+
560
+ // Vector functions
561
+ // vec2 functions
562
+ void vec2_sum_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {
563
+ out_val[0] = sum_fp64(a[0], b[0]);
564
+ out_val[1] = sum_fp64(a[1], b[1]);
565
+ }
566
+
567
+ void vec2_sub_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {
568
+ out_val[0] = sub_fp64(a[0], b[0]);
569
+ out_val[1] = sub_fp64(a[1], b[1]);
570
+ }
571
+
572
+ void vec2_mul_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {
573
+ out_val[0] = mul_fp64(a[0], b[0]);
574
+ out_val[1] = mul_fp64(a[1], b[1]);
575
+ }
576
+
577
+ void vec2_div_fp64(vec2 a[2], vec2 b[2], out vec2 out_val[2]) {
578
+ out_val[0] = div_fp64(a[0], b[0]);
579
+ out_val[1] = div_fp64(a[1], b[1]);
580
+ }
581
+
582
+ void vec2_mix_fp64(vec2 x[2], vec2 y[2], float a, out vec2 out_val[2]) {
583
+ vec2 range[2];
584
+ vec2_sub_fp64(y, x, range);
585
+ vec2 portion[2];
586
+ portion[0] = range[0] * a;
587
+ portion[1] = range[1] * a;
588
+ vec2_sum_fp64(x, portion, out_val);
589
+ }
590
+
591
+ vec2 vec2_length_fp64(vec2 x[2]) {
592
+ return sqrt_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])));
593
+ }
594
+
595
+ void vec2_normalize_fp64(vec2 x[2], out vec2 out_val[2]) {
596
+ vec2 length = vec2_length_fp64(x);
597
+ vec2 length_vec2[2];
598
+ length_vec2[0] = length;
599
+ length_vec2[1] = length;
600
+
601
+ vec2_div_fp64(x, length_vec2, out_val);
602
+ }
603
+
604
+ vec2 vec2_distance_fp64(vec2 x[2], vec2 y[2]) {
605
+ vec2 diff[2];
606
+ vec2_sub_fp64(x, y, diff);
607
+ return vec2_length_fp64(diff);
608
+ }
609
+
610
+ vec2 vec2_dot_fp64(vec2 a[2], vec2 b[2]) {
611
+ vec2 v[2];
612
+
613
+ v[0] = mul_fp64(a[0], b[0]);
614
+ v[1] = mul_fp64(a[1], b[1]);
615
+
616
+ return sum_fp64(v[0], v[1]);
617
+ }
618
+
619
+ // vec3 functions
620
+ void vec3_sub_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {
621
+ for (int i = 0; i < 3; i++) {
622
+ out_val[i] = sum_fp64(a[i], b[i]);
623
+ }
624
+ }
625
+
626
+ void vec3_sum_fp64(vec2 a[3], vec2 b[3], out vec2 out_val[3]) {
627
+ for (int i = 0; i < 3; i++) {
628
+ out_val[i] = sum_fp64(a[i], b[i]);
629
+ }
630
+ }
631
+
632
+ vec2 vec3_length_fp64(vec2 x[3]) {
633
+ return sqrt_fp64(sum_fp64(sum_fp64(mul_fp64(x[0], x[0]), mul_fp64(x[1], x[1])),
634
+ mul_fp64(x[2], x[2])));
635
+ }
636
+
637
+ vec2 vec3_distance_fp64(vec2 x[3], vec2 y[3]) {
638
+ vec2 diff[3];
639
+ vec3_sub_fp64(x, y, diff);
640
+ return vec3_length_fp64(diff);
641
+ }
642
+
643
+ // vec4 functions
644
+ void vec4_fp64(vec4 a, out vec2 out_val[4]) {
645
+ out_val[0].x = a[0];
646
+ out_val[0].y = 0.0;
647
+
648
+ out_val[1].x = a[1];
649
+ out_val[1].y = 0.0;
650
+
651
+ out_val[2].x = a[2];
652
+ out_val[2].y = 0.0;
653
+
654
+ out_val[3].x = a[3];
655
+ out_val[3].y = 0.0;
656
+ }
657
+
658
+ void vec4_scalar_mul_fp64(vec2 a[4], vec2 b, out vec2 out_val[4]) {
659
+ out_val[0] = mul_fp64(a[0], b);
660
+ out_val[1] = mul_fp64(a[1], b);
661
+ out_val[2] = mul_fp64(a[2], b);
662
+ out_val[3] = mul_fp64(a[3], b);
663
+ }
664
+
665
+ void vec4_sum_fp64(vec2 a[4], vec2 b[4], out vec2 out_val[4]) {
666
+ for (int i = 0; i < 4; i++) {
667
+ out_val[i] = sum_fp64(a[i], b[i]);
668
+ }
669
+ }
670
+
671
+ void vec4_dot_fp64(vec2 a[4], vec2 b[4], out vec2 out_val) {
672
+ vec2 v[4];
673
+
674
+ v[0] = mul_fp64(a[0], b[0]);
675
+ v[1] = mul_fp64(a[1], b[1]);
676
+ v[2] = mul_fp64(a[2], b[2]);
677
+ v[3] = mul_fp64(a[3], b[3]);
678
+
679
+ out_val = sum_fp64(sum_fp64(v[0], v[1]), sum_fp64(v[2], v[3]));
680
+ }
681
+
682
+ void mat4_vec4_mul_fp64(vec2 b[16], vec2 a[4], out vec2 out_val[4]) {
683
+ vec2 tmp[4];
684
+
685
+ for (int i = 0; i < 4; i++)
686
+ {
687
+ for (int j = 0; j < 4; j++)
688
+ {
689
+ tmp[j] = b[j + i * 4];
690
+ }
691
+ vec4_dot_fp64(a, tmp, out_val[i]);
692
+ }
693
+ }
694
+ `
695
+ );
696
+ // Annotate the CommonJS export names for ESM import in node:
697
+ 0 && (module.exports = {
698
+ fp64functionShader
699
+ });